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The intention is not to be brutal but honest, the concept is good, the bad thing is the execution and the scope for the project.

In our game most people can't exit the first room because of the safe puzzle being too abstract, we are aware of that and we can iterate upon what we have done but only because the level design and game design was made with 2 weeks of anticipation to the start date of the jam and the scope was big and small enough to fit a 14 people team developing the project.

What I've learned in prior projects with smaller teams is to try to narrow down to the essential mechanics and to use the narration/story/lore as a context or glue to stick all the other things together but not the foundations of the game unless the game is a visual novel or a game extremely narrative-oriented. The project has to be adapted to what the team can do, not the other way around.